Cleric

The gods are silent. But their power is not. I am the last voice of something that may no longer be listening.

Hit Die

d8

Primary

Wisdom

Casting

Wisdom

Type

Full caster

Proficiencies

ArmorLight armor, medium armor, shields
WeaponsAll simple weapons
Saving ThrowsWisdom, Charisma
SkillsChoose 2 from: History, Insight, Medicine, Persuasion, Religion

Starting Equipment

  • A mace or warhammer (if proficient)
  • scale mail or leather armor
  • a light crossbow and 20 bolts or any simple weapon
  • a priest's pack or explorer's pack
  • a shield and a holy symbol

Class Features by Level

LevelFeatures
1Divine Domain, Domain Spells, Cantrips, **Divine Favor**
2Channel Divinity (1 use), Domain Feature
3--
4Ability Score Improvement
5Destroy Undead (CR 1/2), **Emboldened Faith**
6Channel Divinity (2 uses), Domain Feature
7--
8Ability Score Improvement, Domain Feature
9--
10Divine Intervention
11Destroy Undead (CR 2), **Resolute Faith**
12Ability Score Improvement
13--
14Destroy Undead (CR 3)
15--
16Ability Score Improvement
17Domain Feature, Destroy Undead (CR 4), **Unwavering Faith**
18Channel Divinity (3 uses)
19Ability Score Improvement
20Divine Intervention Improvement, **Miraculous Faith**

Core Features

Cantrips

Level 1

You know 3 cantrips from the Cleric spell list. You learn an additional cantrip at levels 4 and 10.

Divine Favor

Level 1

This is the Cleric's defining mechanic; the counterpart to the Sorcerer's Overchannel and the Warlock's Blood Magic. The gods are silent, but they are not gone. When a Cleric casts a spell, there is a chance that the divine power behind their prayer answers freely, waiving the mana cost entirely. This represents the unpredictable, faith-based nature of divine magic: you pray, you channel, and sometimes, something on the other side pays the bill. > **When you cast a Cleric spell that costs mana, roll 1d12 (the "Faith Die") alongside the spell. If you roll an 11 or 12, the mana cost is waived; the spell is cast for free.** Rules: - You must have enough mana to cast the spell normally. Divine Favor is answered *after* you commit to casting, you cannot attempt spells you can't afford, hoping for a freebie. (You are a person of faith, not a gambler.) - If the Faith Die triggers, the mana is not spent. If it doesn't, you pay the full cost as normal. - Divine Favor applies to any Cleric spell you cast, including Domain spells. - Cantrips already cost 0 mana and do not require a Faith Die roll. - Divine Favor does not apply to Channel Divinity uses, Divine Intervention, or non-spell class features.

Channel Divinity

Level 2

You can channel divine energy to fuel one of your Channel Divinity options. You start with Turn Undead plus one option from your domain. Uses restore on a short rest.

Destroy Undead

Level 5

Turned undead of certain CR or lower are instantly destroyed: CR 1/2 (5th), CR 1 (8th), CR 2 (11th), CR 3 (14th), CR 4 (17th).

Divine Intervention

Level 10

As an action, you implore your deity for aid. Roll percentile dice. If the roll is equal to or less than your Cleric level, the deity intervenes (GM determines the nature of the intervention, typically the effect of any Cleric spell or domain spell). If successful, you can't use this again for 7 days. At level 20, it automatically succeeds (no roll needed).

Subclasses

Domain of Ash

Everything burns. I decide what rises from the ashes.

Lvl 6

Cauterize

When you cast a healing spell on a creature, you can end one disease or one of these conditions: blinded, deafened, or poisoned.

Lvl 8

Divine Strike

Once per turn, your weapon attacks deal an extra 1d8 fire damage. Increases to 2d8 at 14th level.

Lvl 17

Phoenix Blessing

Once per long rest, when you or an ally within 60 feet drops to 0 HP, you can use your reaction to restore them to hit points equal to half their maximum. The target is wreathed in harmless fire for 1 minute, shedding bright light in a 20-foot radius. > *The first Cleric of Ash walked into a burning temple and did not walk out. The fire consumed everything, the wood, the stone, the prayers pinned to the walls. Three days later, she stepped from the ashes with grey eyes and warm hands, and she said: "The fire does not destroy. It remembers." Every Cleric of Ash since has carried that warmth, the knowledge that what burns away was never the part that mattered.* > > *, The Canticle of Cinders, author unknown*

Domain of Shadow

The darkness is not evil. It is honest. In the dark, all pretense is stripped away.

Lvl 6

Shadow Strike

Once per turn, when you deal damage to a creature that is in dim light or darkness, you deal an extra 1d8 necrotic damage. Increases to 2d8 at 14th level.

Lvl 8

Potent Spellcasting

You add your Wisdom modifier to damage dealt by Cleric cantrips.

Lvl 17

One with Night

While in dim light or darkness, you have resistance to all damage except radiant and force. You can cast *Etherealness* once per long rest without spending mana.